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studiopao
7 years agoExplorer
OVRInput.Get() not working anymore, older builds also affected
Hello,
I'm facing a weird problem in my latest Unity build : neither the remote nor the touch controller inputs are detected anymore... I built the game a couple of weeks back and everything worked fine... The hardware is well detected and everything else works fine (access to the oculus menu, playing other oculus games, etc...).
I built in Unity 2017.2.0f3, using OVR plugin 1.22.0, then 1.27.0 but the same issue occurs with Unity 2018.2.0b9 and OVR plugin 1.25.
I tested the same build on another computer with no success...
Was there a recent driver update or something like that ? I cant understand how a working build can be affected all of a sudden !
Here is a code snippet used for debug purpose, the "Update" log appears but not the "Button Down". The script is used in combination of an OVR Manager.
I'm facing a weird problem in my latest Unity build : neither the remote nor the touch controller inputs are detected anymore... I built the game a couple of weeks back and everything worked fine... The hardware is well detected and everything else works fine (access to the oculus menu, playing other oculus games, etc...).
I built in Unity 2017.2.0f3, using OVR plugin 1.22.0, then 1.27.0 but the same issue occurs with Unity 2018.2.0b9 and OVR plugin 1.25.
I tested the same build on another computer with no success...
Was there a recent driver update or something like that ? I cant understand how a working build can be affected all of a sudden !
Here is a code snippet used for debug purpose, the "Update" log appears but not the "Button Down". The script is used in combination of an OVR Manager.
void Update ()
{
OVRInput.Update();
Debug.Log("Update");
if (OVRInput.Get(OVRInput.Button.Any))
Debug.Log("Button Down");
}14 Replies
Replies have been turned off for this discussion
- studiopaoExplorerHello, any idea so far ?
- wsinwExplorerThere are other threads about this, someone should pin the answer.
Enter Oculus home using the Oculus button on the controller and switch back to Unity is the workaround at the moment. - studiopaoExplorerUnfortunately, this workaround does'nt work in my case : The very first action (click on the mouse or use the oculus remote) will determine if the game must be launched in VR on in standard desktop configuration. => The VRSettings are disabled at startup, and only enabled if the player validates with the remote, so there is no way for me to go back to the oculus Home.
- studiopaoExplorerUp.
- auwriExplorer@imperativity
I am also affected by this issue (Unity 2018.1.1, tried with both OVR Plugin 1.22.0 and 1.27.0).
The workaround doesn't seem to work for me. No calls to OVRInput.Get return true, regardless of refocusing Unity or switching in and out of Oculus Dash/Home. These calls worked fine prior to one of the June or July Rift software updates.
Do you have an ETA on a resolution? Is it the runtime or the Oculus Unity Plugin which will contain the fix? Is it possible to downgrade the Oculus runtime/drivers back to a working version for now (e.g. will leaving the Rift Core beta help)? - fletcher_stgermHonored GuestWhen will 1.29 be available?
- fletcher_stgermHonored GuestJust to be clear the workaround is just press the oculus button and then click the big unity logo to return? because that isnt working for me and I'm not sure why.
- fletcher_stgermHonored GuestSomehow managed to fix it. not sure how... try restarting pc? we also danced a lot before hand. maybe it let tracking figure itself out??? we dont know
fletcher.stgermain said:
When will 1.29 be available?
1.29 is available in the beta channel.Go into the oculus home desktop app and then to settings/beta. Turn on the public test channel option. At some point after that it will download.If it suddenly started working for you, 1.29 might have installed already.The 1.29 beta fixed my problems with input (same problem as this thread, but in the C++ sdk instead of unity).
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